But Anthropic also imposed limits that Michael views as fundamentally incompatible with war-fighting. The company’s internal “Claude Constitution” and contract terms prohibit the model’s use in, for instance, mass surveillance of Americans or fully autonomous lethal systems—even for government customers. When Michael and other officials sought to renegotiate those terms as part of a roughly $200 million defense deal, they insisted Claude be available for “all lawful purposes.” Michael framed the demand bluntly: “You can’t have an AI company sell AI to the Department of War and [not] let it do Department of War things.”
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A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.
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